@Symonius: Sure thing!
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;
; DwarvenMiner.ini
;
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Object DwarvenMiner
; *** ART Parameters ***
SelectPortrait = UPDwarvenMiner
ButtonImage = BDFortress_Porter
Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
; specify options for static LODs
LodOptions = LOW
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW
MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW
End
LodOptions = MEDIUM
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED
MaxRandomTextures = MAX_RANDOM_TEXTURES_MED
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED
End
LodOptions = HIGH
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH
MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH
End
WadingParticleSys = WaterRipplesTrail ; used when the unit is wading in shallow water.
;;================ MODELS =================================================================
DefaultModelConditionState
Model = EUDwarfMin_SKN
Skeleton = EUDwarfMin_SKL
End
ModelConditionState WEAPONSET_PLAYER_UPGRADE
Model = EUDwarfMin_SKN
Skeleton = EUDwarfMin_SKL
End
ModelConditionState = USER_4 ; This state is used in cinematics to get the old style armor
Model = EUDwarfMin_SKN
Skeleton = EUDwarfMin_SKL
End
;;=============== ANIMATIONS ===============================================================
;;======= FALLING & FLYING
; AnimationState = PASSENGER
; Animation = Grabbed
; AnimationName = EUDwarfMin_LEPB ; Don't have real flailing anim, needs to be replaced
; AnimationMode = LOOP
; End
; End
AnimationState = THROWN_PROJECTILE
Animation = FlyA
AnimationName = EUDwarfMin_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = FREEFALL
Animation = Falling
AnimationName = EUDwarfMin_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = STUNNED_FLAILING
Animation = FlyA
AnimationName = EUDwarfMin_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = DYING SPLATTED
Animation = Splatted_On_Ground
AnimationName = EUDwarfMin_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_OrcHitGround
End
AnimationState = DYING
Animation = DIEB
AnimationName = EUDwarfMin_DIEB
AnimationMode = ONCE
End
Animation = DIEC
AnimationName = EUDwarfMin_DIEB
AnimationMode = ONCE
End
End
;;======= LANDING & STANDING
AnimationState = STUNNED_STANDING_UP
Animation = GTPA
AnimationName = EUDwarfMin_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED
Animation = Slatted_On_Ground
AnimationName = EUDwarfMin_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_OrcHitGround
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = EUDwarfMin_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
;;====== TERROR
AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
;@@@KM Add distance
Animation = TerrorFromTheSky
AnimationName = EUDwarfMin_RUNA
AnimationMode = LOOP
End
Animation = TerrorFromTheSky
AnimationName = EUDwarfMin_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING EMOTION_TERROR
;@@@KM Add distance
Animation = TerrorFromTheSky
AnimationName = EUDwarfMin_RUNA
AnimationMode = ONCE
End
Animation = TerrorFromTheSky
AnimationName = EUDwarfMin_RUNA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
;;======= BACK UP
AnimationState = MOVING BACKING_UP
;@@@KM Add distance
Animation = BAKA
AnimationName = EUDwarfMin_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING ATTACKING
ShareAnimation = Yes;
Animation = RUNA
AnimationName = EUDwarfMin_RUNA
AnimationMode = LOOP
Distance = 25
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING CHARGING
ShareAnimation = Yes;
Animation = RUNB
AnimationName = EUDwarfMin_RUNA
AnimationMode = LOOP
Distance = 30
;AnimationSpeedFactorRange = 0.5 0.5
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING
;@@@KM - Add Distance
ShareAnimation = Yes;
Animation = RUNB
AnimationName = EUDwarfMin_RUNA
AnimationMode = LOOP
Distance = 30
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
;;======= UNCONTROLLABLY AFRAID
; This is before Attacking so it overrides it. Normal fear is below so you don't go to little-fear in between swings.
AnimationState = EMOTION_UNCONTROLLABLY_AFRAID
Animation = FERA
AnimationName = EUDwarfMin_CHRA ; Don't have real fear, needs to be replaced
AnimationMode = LOOP
End
End
;;---------------------- ATTACKING ----------------------------------------------------------------
AnimationState = FIRING_OR_PREATTACK_A
Animation = ATK1
AnimationName = EUDwarfMin_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
;ParticleSysBone = None MeleeDust
End
AnimationState = ATTACKING
Animation = ALERT_1
AnimationName = EUDwarfMin_IDLA
AnimationMode = LOOP
End
End
;;----------------- HIT REACTIONS -------------------------------------------------------------------------
; AnimationState = HIT_REACTION
; Animation = HITA
; AnimationName = EUDwarfMin_HITA
; AnimationMode = ONCE
; End
; End
;;----------------- EMOTIONS ----------------------------------------------------------------
;;======= APPREHENSIVE
; AnimationState = EMOTION_ALERT EMOTION_AFRAID
; Animation = APPA
; AnimationName = GUManMocap_APPA
; AnimationMode = ONCE
; End
; Animation = APPB
; AnimationName = GUManMocap_APPB
; AnimationMode = ONCE
; End
; Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
; End
;;======= AFRAID
; AnimationState = EMOTION_AFRAID
; Animation = FERA
; AnimationName = EUDwarfMin_CHRA ; Don't have real fear, needs to be replaced
; AnimationMode = LOOP
; End
; End
;;======== POINTING
; AnimationState = EMOTION_POINTING
; Animation = Pointing1
; AnimationName = EUDwarfMin_CHRA ; Don't have real pointing anim, needs to be replaced
; AnimationMode = LOOP
; End
; End
;;======= TAUNTING
; AnimationState = EMOTION_TAUNTING
; Animation = Taunting1
; AnimationName = EUDwarfMin_CHRA ; Don't have real taunting anim, needs to be replaced
; AnimationMode = ONCE
; End
; Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
; End
;;======= CELEBRATING
; AnimationState = EMOTION_CELEBRATING
; Animation = CHRA
; AnimationName = EUDwarfMin_CHRA
; AnimationMode = ONCE
; End
; Animation = CHRB
; AnimationName = EUDwarfMin_CHRB
; AnimationMode = ONCE
; End
; Animation = IDLD
; AnimationName = EUDwarfMin_IDLD
; AnimationMode = ONCE
; End
; Flags = RESTART_ANIM_WHEN_COMPLETE
; End
;;----------------- ALERT STATE ---------------------------------------------------------------------------
AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = EUDwarfMin_IDLA
AnimationMode = LOOP;ONCE
AnimationPriority = 10
End
Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations.
End
;;----------------- SELECTED STATES -----------------------------------------------------------------------
AnimationState = SELECTED
StateName = STATE_Selected
Animation = ATNB
AnimationName = EUDwarfMin_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle"
then
CurDrawableSetTransitionAnimState("TRANS_IdleToSelected")
end
if CurDrawableModelcondition("ATTACKING")
then
return "IDLA"
else
return "ATNA"
end
EndScript
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
EndScript
End
;;----------------- IDLE STATES ---------------------------------------------------------------------------
AnimationState = WEAPONSET_PLAYER_UPGRADE
StateName = STATE_Idle
Animation = IDLB
AnimationName = EUDwarfMin_IDLB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = IDLC
AnimationName = EUDwarfMin_IDLC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = IDLD
AnimationName = EUDwarfMin_IDLD
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
; Animation = CHRA
; AnimationName = EUDwarfMin_CHRA
; AnimationMode = ONCE
; AnimationSpeedFactorRange = 0.9 1.1
; End
; Animation = CHRB
; AnimationName = EUDwarfMin_CHRB
; AnimationMode = ONCE
; AnimationSpeedFactorRange = 0.9 1.1
; End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end
EndScript
End
AnimationState = USER_3
StateName = STATE_User_3
Animation = GUARD_STANCE
AnimationName = GUManMocap_IDLA
AnimationMode = LOOP
End
End
IdleAnimationState
;AllowRepeatInRandomPick = no
;Flags = RANDOMSTART
StateName = STATE_Idle
Animation = IDLA
AnimationName = EUDwarfMin_IDLA ;default idle
AnimationMode = ONCE
AnimationPriority = 100
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLB
AnimationName = EUDwarfMin_IDLB ;figet idle, similar to IDLA, should be used sparingly
AnimationMode = ONCE
AnimationPriority = 10
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLC
AnimationName = EUDwarfMin_IDLC ;bored idle --similar to IDLD but longer
AnimationMode = ONCE
AnimationPriority = 5
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLD
AnimationName = EUDwarfMin_IDLD ;bored idle --similar to IDLC but shorter
AnimationMode = ONCE
AnimationPriority = 7
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end
EndScript
End
;;--------------- TRANSITIONS ---------------------------------------------------------------------------
TransitionState = TRANS_IdleToSelected
Animation = ATNA
AnimationName = EUDwarfMin_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.0
End
End
TransitionState = TRANS_SelectedToIdle
Animation = ATNC
AnimationName = EUDwarfMin_ATNC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.0
End
End
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
;// ***DESIGN parameters ***
Side = Dwarves
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = HORDE_UNIT
CommandPoints = 6 ;;,;; 7 ; originally 4
BountyValue = DWARVEN_GUARDIAN_BOUNTY_VALUE
;EmotionRange = 240 ;// Make sure this value is greater than the fear distribution range.
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
;;; WEAPON SETS ;;;
WeaponSet
Conditions = None
Weapon = PRIMARY DwarvenGuardianSiegeHammer
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet ;;,;;
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY DwarvenGuardianAxe
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
;;,;; WeaponSet
;;,;; Conditions = WEAPONSET_TOGGLE_1
;;,;; Weapon = PRIMARY DwarvenGuardianAxe
;;,;; Weapon = SECONDARY DwarvenBatteringRam
;;,;; OnlyAgainst = SECONDARY MINE
;;,;; End
;;; ARMOR SETS ;;;
ArmorSet
Conditions = None
Armor = DwarvenAxeThrowerHeavyArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = DwarvenGuardianHeavyArmor
;DamageFX = NormalDamageFX
End
VisionRange = DWARVEN_GUARDIAN_VISION_RANGE
VisionSide = 35%
VisionRear = 25%
VisionBonusPercentPerFoot = 2.0%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
ShroudClearingRange = SHROUD_CLEAR_STANDARD
DisplayName = OBJECT:DwarvenMiner
CrushableLevel = 0 ;//What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 1
CrushWeapon = GuardianCrush
CrushOnlyWhileCharging = yes ;// the guardian is only supposed to crush during his special charge ability
MinCrushVelocityPercent = 50% ;// Has to be moving at least xx% of full speed
CrushDecelerationPercent = 90% ;// Lose xx% max velocity when crushing -- thus they only crush 1 row of infantry
CrushKnockback = 40 ;// how hard we knock back crushed units.
CrushZFactor = 1.0 ;// How much we knock upwards.
CrushRevengeWeapon = BasicInfantryCrushRevenge
CommandSet = DwarvenMinerCommandSet
;//--- AUDIO Parameters ---
;VoiceAmbushed = DwarfGuardianVoiceAmbushed
VoiceAttack = DwarfGuardianVoiceAttack
VoiceAttackCharge = DwarfGuardianVoiceAttackCharge
VoiceAttackMachine = DwarfGuardianVoiceAttack
VoiceAttackStructure = DwarfGuardianVoiceAttackBuilding
VoiceCreated = DwarfGuardianVoiceSalute
VoiceFullyCreated = DwarfGuardianVoiceSalute
VoiceGuard = DwarfGuardianVoiceMove
VoiceMove = DwarfGuardianVoiceMove
VoiceMoveToCamp = DwarfGuardianVoiceMoveCamp
VoiceMoveWhileAttacking = DwarfGuardianVoiceDisengage
VoicePriority = 47
VoiceRetreatToCastle = DwarfGuardianVoiceRetreat
VoiceSelect = DwarfGuardianVoiceSelectMS
VoiceSelectBattle = DwarfGuardianVoiceSelectBattle
VoiceEnterStateAttack = DwarfGuardianVoiceEnterStateAttack
VoiceEnterStateAttackCharge = DwarfGuardianVoiceEnterStateAttackCharge
VoiceEnterStateAttackMachine = DwarfGuardianVoiceEnterStateAttackBuilding
VoiceEnterStateAttackStructure = DwarfGuardianVoiceEnterStateAttackBuilding
VoiceEnterStateMove = DwarfGuardianVoiceEnterStateMove
VoiceEnterStateMoveToCamp = DwarfGuardianVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = DwarfGuardianVoiceEnterStateDisengage
VoiceEnterStateRetreatToCastle = DwarfGuardianVoiceEnterStateRetreat
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceGarrison = DwarfGuardianVoiceMoveGarrison
VoiceEnterUnitElvenTransportShip = DwarfGuardianVoiceMoveShip
VoiceInitiateCaptureBuilding = DwarfGuardianVoiceCaptureBuilding
;VoiceEnterStateInitiateCaptureBuilding =
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
CrowdResponseKey = Dwarf
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Humanoid_Male Dwarf Dwarf_Male Dwarf_Guardian
End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionDwarfCompilationVoxCheerSinglesLoop ;MOVING ATTACKING
ModelCondition = Required:EMOTION_POINTING Excluded:DYING ENGAGED Sound:EmotionDwarfCompilationVoxTauntSinglesLoop ;MOVING ATTACKING
ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionDwarfCompilationVoxTauntSinglesLoop ;MOVING ATTACKING
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionDwarfCompilationVoxTauntSinglesLoop
End
; Change selection sounds based on upgrades
ClientBehavior = UpgradeSoundSelectorClientBehavior ModuleTag_UpgradeSoundSelector
SoundUpgrade = Upgrade_DwarvenSiegeHammer ; EVERYTHING on this line must be present
;ExcludedUpgrades = Upgrade_OpenGarrison Upgrade_TrebuchetTurret ; NOTHING on this line can be present
VoiceAttack = DwarfGuardianVoiceAttackHammer
VoiceAttack = DwarfGuardianVoiceEnterStateAttackHammer
End
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
; AnimationSound = Sound: TauntHumanHitShield Animation:GUMAArms_SKL.GUManMocap_IDLC Frames: 17 27
AnimationSound = Sound:BodyFallOrc Animation:EUDWARFGUA_SKL.EUDWARFGUA_LNDA Frames:4
; AnimationSound = Sound:AxeDropSoundHere! Animation:EUDWARFGUA_SKL.EUDWARFGUA_DIEA Frames:8 ;axe falls
AnimationSound = Sound:BodyFallGeneric2 Animation:EUDWARFGUA_SKL.EUDWARFGUA_DIEA Frames:45
; AnimationSound = Sound:AxeDropSoundHere! Animation:EUDWARFGUA_SKL.EUDWARFGUA_DIEB Frames:8 ;axe falls
AnimationSound = Sound:BodyFallGeneric2 Animation:EUDWARFGUA_SKL.EUDWARFGUA_DIEB Frames:28
AnimationSound = Sound:BodyFallGeneric2 Animation:EUDWARFGUA_SKL.EUDWARFGUA_DIEC Frames:45
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ATTACK_NEEDS_LINE_OF_SIGHT NOTIFY_OF_PREATTACK GRAB_AND_DROP
Body = ActiveBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = DWARVEN_GUARDIAN_HEALTH
MaxHealthDamaged = DWARVEN_GUARDIAN_HEALTH_DAMAGED
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
;//-----UPGRADES------
;--Weapon--
Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTagGuardian
TriggeredBy = Upgrade_DwarvenSiegeHammer ;;,;; Upgrade_DwarvenForgedBlades
ConflictsWith = Upgrade_DwarvenForgedBlades ;,; Uncommented ;;,;;
End
Behavior = SubObjectsUpgrade ForgedBlade_UpgradeGuardian
TriggeredBy = Upgrade_DwarvenForgedBlades
ConflictsWith = Upgrade_DwarvenSiegeHammer ;;,;;
ShowSubObjects = Forged_Blade
End
;--Siege Hammer
Behavior = SubObjectsUpgrade SiegeHammer_UpgradeGuardian
TriggeredBy = Upgrade_DwarvenSiegeHammer
ConflictsWith = Upgrade_DwarvenForgedBlades ;,; Uncommented ;;,;;
HideSubObjects = axe shield
HideSubObjects = Forged_Blade ;;,;;
ShowSubObjects = hammer1
End
;--Armor--
Behavior = ArmorUpgrade ArmorUpgradeModuleTagGuardian
TriggeredBy = Upgrade_DwarvenMithrilMail
ArmorSetFlag = PLAYER_UPGRADE
;KillArmorUpgrade = Yes ;This cancels any previous armor upgrade.
End
Behavior = SubObjectsUpgrade Armor_UpgradeGuardian
TriggeredBy = Upgrade_DwarvenMithrilMail
UpgradeTexture = EUDwarfGua.tga 0 EUDwarfGua_HA.tga ;;;;;;;;;;;;;;;;;;;; TEMPORARY TEXTURE, NEEDS FIXING.
RecolorHouse = Yes
ExcludeSubobjects = Forged_Blade
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = DwarvenGuardianFunctions
MinCowerTime = 3000
MaxCowerTime = 5000
AttackPriority = AttackPriority_Cavalry
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End
LocomotorSet
Locomotor = HumanSpecialChargeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_FOOT_SLOW_MEMBER_SPEED
End
LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED_INFANTRY
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStunnedTimeLow = 1400 ;msec
ShockStunnedTimeHigh = 2400 ;msec
ShockStandingTime = 666 ;msec
End
Behavior = AttributeModifierUpgrade ModuleTag_AMU
TriggeredBy = Upgrade_GondorFighterFearless
AttributeModifier = FearlessForever
End
;;,;; Removed
;Behavior = AttributeModifierUpgrade ModuleTag_SHU
; TriggeredBy = Upgrade_DwarvenSiegeHammer
; AttributeModifier = DwarvenSiegeHammer
;End
Behavior = SquishCollide ModuleTag_06
;//nothing
End
Behavior = HordeMemberCollide ModuleTag_HMC
;//nothing
End
; Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
; HitReactionLifeTimer1 = 2500 ; level 1 (light damage) hit reaction animations in ms
; HitReactionLifeTimer2 = 2500 ; level 2 (medium damage) hit reaction animations in ms
; HitReactionLifeTimer3 = 2500 ; level 3 (heavy damage) hit reaction animations in ms
; HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger
; HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
; HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
; FastHitsResetReaction = Yes If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
; End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK -FADED
SinkDelay = 3000
SinkRate = 0.90 ; in Dist/Sec
DestructionDelay = 15000
Sound = INITIAL DwarfGenericVoiceDie
End
Behavior = SlowDeathBehavior ModuleTag_07
;// Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 3000
SinkRate = 0.60 ; in Dist/Sec
DestructionDelay = 10000
End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath
DeathTypes = NONE +FADED
FadeDelay = 0
FadeTime = 5000
DestructionDelay = 5000
DeathFlags = DEATH_2
; FX = INITIAL FX_UnSummonElvenAllies
Sound = INITIAL SpellGenericUnsummonMS
End
Behavior = BezierProjectileBehavior ModuleTag_08 ;// Module starts asleep, and wakes up when thrown.
;// To tweak a Bezier path
FirstHeight = 24 ;// Height of Bezier control points above highest intervening terrain
SecondHeight = 24
FirstPercentIndent = 30% ;// Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes
CrushStyle = Yes ;// I don't detonate, I just hit
DieOnImpact = Yes
BounceCount = 1 ;// When I hit the ground, I'll arc again
BounceDistance = 40 ;// this far
BounceFirstHeight = 24 ;// Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 24
BounceFirstPercentIndent = 20% ;// Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
;//--- NEW DWARVEN CHARGE ABILITY ---
Behavior = SpecialPowerModule ModuleTag_ChargeStarter
SpecialPowerTemplate = SpecialAbilityDwarvenCharge
UpdateModuleStartsAttack = Yes
InitiateSound = DwarfGuardianBullRushMS
End
#include "..\..\..\includes\DwarvenChargeUpdate.inc"
;;,;; Behavior = CommandSetUpgrade ModuleTag_commandGuardian
;;,;; TriggeredBy = Upgrade_DwarvenForgedBlades Upgrade_DwarvenSiegeHammer
;;,;; RequiresAllTriggers = Yes
;;,;; CommandSet = DwarvenGuardianHordeToggleCommandSet
;;,;; End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = No
Shadow = SHADOW_DECAL
ShadowSizeX = 19;
ShadowSizeY = 19;
ShadowTexture = ShadowI;
End